Author Topic: High Quality Sounds  (Read 610 times)

Offline Charge

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High Quality Sounds
« on: June 06, 2010, 11:06:45 AM »
Features I'd like to see implemented to sound system:

Speed of sound. Sound from distant explosions arrive in relation to distance.

Advanced equalization of sounds. The low frequencies travel longer distances and pass obstacles easier. Distant explosions need to be "boomier" i.e. missing high frequencies as well as sounds passing great obstacles.

Effects of obstacles to sound. i.e. entering  a valley or flying behind  a mountain should block sound to some extent.

Smooth onset and decay of sounds. The sounds from aircraft coming to range need to start smoothly as tehy enter and stop smoothly as they exit the audible range.

Weapon audible RoF needs to match their actual RoF.

More variation to hit sounds.

Sounds from damage. I.e. turbulence sound from missing gear, holes in fuselage and cockpit.

Chance to adjust a realistic level of cockpit sounds. I.e. you do not hear much else in a real aircraft and the head gear changes the actual pitch of sounds you manage to hear.

More?

-C+




"When you wish upon a falling star, your dreams can come true. Unless it's really a giant meteor hurtling to the earth which will destroy all life. Then you're pretty much screwed no matter what you wish for. Unless of course, it's death by meteorite."

Offline Raptor

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Re: High Quality Sounds
« Reply #1 on: June 06, 2010, 11:31:50 AM »
I would be happy with the ambient outdoor sounds HTC mentioned with the new sound system

Offline Tinribs

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Re: High Quality Sounds
« Reply #2 on: June 08, 2010, 02:49:51 PM »
Features I'd like to see implemented to sound system:

Speed of sound. Sound from distant explosions arrive in relation to distance.

Advanced equalization of sounds. The low frequencies travel longer distances and pass obstacles easier. Distant explosions need to be "boomier" i.e. missing high frequencies as well as sounds passing great obstacles.

Effects of obstacles to sound. i.e. entering  a valley or flying behind  a mountain should block sound to some extent.

Smooth onset and decay of sounds. The sounds from aircraft coming to range need to start smoothly as tehy enter and stop smoothly as they exit the audible range.

Weapon audible RoF needs to match their actual RoF.

More variation to hit sounds.

Sounds from damage. I.e. turbulence sound from missing gear, holes in fuselage and cockpit.

Chance to adjust a realistic level of cockpit sounds. I.e. you do not hear much else in a real aircraft and the head gear changes the actual pitch of sounds you manage to hear.

More?

-C+





All of this and a short wave radio effect option on the vox please. :aok
I carnt relax cos I havent done a thing and I carnt do a thing cos I carnt relax.

Offline gyrene81

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Re: High Quality Sounds
« Reply #3 on: June 08, 2010, 03:00:26 PM »
All of this and a short wave radio effect option on the vox please. :aok
Get yourself a tin can, cut a 1.5 inch hole in one end and cut the other end off...attach the can to your mic with tape by feeding the mic 1/2 inch through the 1.5 inch hole. You will have your radio effect, otherwise vox is enough of a migraine without adding more strange noises.
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Tinribs

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Re: High Quality Sounds
« Reply #4 on: June 08, 2010, 04:48:34 PM »
All of this and a short wave radio effect option on the vox please. :aok
key word here is {option} if you dont like or want it you dont use it.
I carnt relax cos I havent done a thing and I carnt do a thing cos I carnt relax.

Offline Plazus

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Re: High Quality Sounds
« Reply #5 on: June 08, 2010, 05:03:04 PM »
This is a reasonable wish. +1 to this. I hope that HTC would try modeling the sounds mentioned in this wish to the upcoming sound system. Would be a fantastic addition to the game.
Plazus
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